Creating Realistic Worlds In The Metaverse | Engineering The Future

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The lesson discusses the innovative efforts of Quickel in creating realistic digital worlds within the metaverse, emphasizing the importance of photorealism and user accessibility in world-building. By developing advanced scanning technologies and a mobile app that democratizes the scanning process, Quickel aims to capture the intricacies of real-world environments and empower users to contribute to the creation of immersive virtual landscapes. The collaboration with Epic Games further enhances this vision, allowing designers to utilize a vast library of scanned objects to construct detailed 3D worlds, revolutionizing both gaming and filmmaking.

Creating Realistic Worlds In The Metaverse: Engineering The Future

Imagine being able to create digital worlds that are as captivating and intricate as the real world. This is the ambitious goal of the metaverse, a virtual universe where digital environments mirror the complexity and beauty of our physical surroundings. A company called Quickel is at the forefront of this innovation, developing tools to infuse virtual objects with the charming imperfections found in real life. By exploring some of the world’s most breathtaking landscapes and iconic structures, Quickel aims to empower digital designers to craft imaginary worlds that are as detailed and diverse as these real locations, from the serene temples of Japan to the majestic volcanoes of Iceland.

The Vision for Photorealistic Worlds

The dream is to make the creation of photorealistic digital environments so simple that anyone can build an immersive world. A decade ago, Quickel’s CEO, Teddy Bergsman, set out to accelerate the creation of 3D objects. At that time, the process was painstakingly manual, with each object modeled and painted by hand, often taking months to complete. Even objects from the real world required manual creation. To address this, Teddy and co-founder Wacka embarked on a mission to automate the digitalization of real-world objects.

Innovative Scanning Technology

In the early years, Quickel focused on developing technologies in Pakistan to automate this process. They traveled extensively to scan intriguing objects, but it was a labor-intensive task requiring significant manpower. Although they could transform real-world objects into virtual ones, the process remained time-consuming. To streamline world creation, they envisioned portable scanning technology that would allow any object to be scanned and processed with a simple button press.

Advanced Scanning Techniques

Today, scan artist Nicholas Bilman utilizes Quickel’s latest scanner to create a realistic 3D model of a lifesaver for their digital library. The scanning setup includes a camera with powerful lights to eliminate ambient light and reflections that could obscure details. A special filter blocks reflected light, capturing every scratch and dent. A laser measures the distance from the object, and overlapping pictures are taken to later stitch together a 3D mesh.

Scanning the World

Quickel’s mission is to scan the entire world, capturing an accurate representation of all biomes and ecosystems. In 2021, they dispatched a team to the Moab Desert in Utah, where they faced challenges like intense sunlight. To overcome this, they set up a tent for shade, reducing light intensity and extending battery life. Scanning a single rock can require hundreds of photos, and the team aims to scan thousands of subjects to achieve true photorealism.

Utilizing Drones for Large-Scale Scanning

For scanning large rock formations, Quickel developed a method using drones, enabling them to safely scan entire mountain ranges. Quickel now boasts the world’s largest and fastest-growing library of scanned objects. However, Teddy believes that current technology cannot capture the vast diversity of objects and landscapes globally. To address this, they are developing a phone application that allows anyone to contribute to scanning the world.

Democratizing the Scanning Process

The app guides users in capturing images of objects, which are then sent to the cloud for processing. This democratizes the scanning process, allowing everyone to contribute to the creation of the metaverse. In 2019, Teddy demonstrated the library’s capabilities by using scans from Iceland to create a convincing virtual futuristic planet. This showcased how a small team could leverage real-time technology and photorealistic assets to produce high-quality experiences quickly.

Building Virtual Worlds with Unreal Engine

Teddy’s team constructed the virtual world using Unreal Engine, a powerful software typically used for video game development. Quickel has partnered with Epic Games, enabling users to access Quickel’s library of scans with Epic’s tools to build 3D worlds. These virtual landscapes are so detailed that they are revolutionizing filmmaking, allowing directors to film against an LED wall that changes backgrounds in real time.

The Future of the Metaverse

Aliser Thompson from the Epic Games Innovation Lab in London highlights the importance of merging different creative fields to create a realistic interactive metaverse. This integration will lead to an expanded 3D world where designers can create a vast range of convincing digital objects and landscapes, effectively populating the metaverse.

  1. How do you envision the future of digital world creation in the metaverse, and what role do you think companies like Quickel will play in it?
  2. Reflecting on the advancements in scanning technology described in the article, what potential challenges and opportunities do you foresee in democratizing the scanning process?
  3. What are your thoughts on the impact of photorealistic digital environments on industries such as filmmaking and video game development?
  4. Considering Quickel’s mission to scan the entire world, how do you think this endeavor could affect our understanding and appreciation of real-world environments?
  5. How do you feel about the idea of using a phone application to contribute to the creation of the metaverse, and what implications might this have for user engagement?
  6. In what ways do you think the integration of different creative fields could enhance the development of a realistic interactive metaverse?
  7. Reflect on the potential ethical considerations that might arise from creating highly realistic digital worlds. How should these be addressed?
  8. What personal experiences or insights can you share that relate to the concept of creating or interacting with digital environments?
  1. Explore Photorealistic World Creation

    Engage in a workshop where you will use Quickel’s tools and Unreal Engine to create your own photorealistic digital environment. Experiment with different textures and lighting to understand the challenges and techniques involved in making virtual worlds look real.

  2. Hands-On Scanning Experience

    Participate in a practical session where you will use scanning technology to capture real-world objects. Learn how to process these scans into 3D models and discuss the potential applications of this technology in various fields.

  3. Drone Scanning Simulation

    Join a simulation exercise where you will plan and execute a drone scanning mission. Understand the logistics and technical considerations involved in capturing large-scale environments, and analyze the data collected to create a virtual landscape.

  4. Collaborative Metaverse Design Challenge

    Work in teams to design a section of the metaverse using Quickel’s library and Unreal Engine. Present your designs to the class, highlighting the creative and technical decisions made to achieve realism and immersion.

  5. Discussion on Democratizing Technology

    Engage in a seminar discussing the implications of democratizing scanning technology. Debate the potential societal impacts, ethical considerations, and future possibilities of allowing widespread access to metaverse creation tools.

Here’s a sanitized version of the provided YouTube transcript:

Creating entire digital worlds that are as convincing as the real world would take an eternity. There’s so much about our physical world that is imperfect, and it’s often that imperfection that creates beauty. This presents a real challenge for the metaverse. A company called Quickel is developing a new way to create virtual objects with the beautiful imperfections of real life. They are sending teams to some of the planet’s most astonishing landscapes and iconic structures, aiming to give digital designers the tools to easily and quickly create imaginary worlds as detailed and varied as these real locations, from Japanese temples to the volcanoes of Iceland.

The vision is to simplify the creation of photorealistic worlds to the extent that anyone should be able to create a fully immersive digital environment. Ten years ago, CEO Teddy Bergsman was determined to speed up the creation of 3D objects. The creative processes were highly manual; modeling and painting were done by hand, taking months to produce a single asset. Even real-world objects were created manually, so Teddy and co-founder Wacka decided to develop technology to automate the digitalization of real-world objects.

They spent the first few years of Quickel’s journey in Pakistan, creating technologies to automate this process. They traveled around Pakistan to scan interesting objects, but it was a labor-intensive endeavor requiring a lot of manpower. While they could turn real-world objects into virtual ones, the process was still time-consuming. To simplify world creation, they aimed to create portable scanning technology that would allow any object to be scanned and processed with the push of a button.

Today, scan artist Nicholas Bilman is using Quickel’s latest scanner to create a realistic 3D model of a lifesaver for the digital library. The scanning setup includes a camera with strong lights to overpower ambient light and reflections that can hinder detail capture. A special filter blocks reflected light, ensuring every scratch and dent is captured. A laser measures the distance from the object, and the process involves taking overlapping pictures that will later be stitched together to create a 3D mesh.

Quickel’s mission is to scan the entire world, ensuring an accurate representation of all biomes and ecosystems. In 2021, they sent a team to the Moab Desert in Utah, where challenges included dealing with intense sunlight. To address this, they set up a tent to provide shade, allowing them to lower the intensity of the lights and extend battery life. Scanning a single rock can require hundreds of photos, and the team aims to scan thousands of subjects to achieve true photorealism.

To scan large rock formations, they developed a method using drones, which allows them to scan entire mountain ranges safely. Quickel now has the world’s largest and fastest-growing library of scanned objects, but Teddy believes that current technology cannot capture the vast variety of objects and landscapes globally. Therefore, they are developing a phone application that enables anyone to contribute to scanning the world.

The app guides users in capturing images of objects, which are sent to the cloud for processing. This democratizes the scanning process, allowing everyone to contribute to the creation of the metaverse. Teddy demonstrated the library’s capabilities in 2019 by using scans from Iceland to create a convincing virtual futuristic planet. This showcased how a small team could leverage real-time technology and photorealistic assets to produce high-quality experiences quickly.

Teddy’s team built the virtual world using Unreal Engine, a powerful software typically used for video game development. Quickel has partnered with Epic Games, allowing users to access Quickel’s library of scans with Epic’s tools to build 3D worlds. The virtual landscapes are so detailed that they are revolutionizing filmmaking, allowing directors to film against an LED wall that changes backgrounds in real time.

Aliser Thompson from the Epic Games Innovation Lab in London emphasizes the importance of merging different creative fields to create a realistic interactive metaverse. This integration will lead to an expanded 3D world where designers can create a vast range of convincing digital objects and landscapes, populating the metaverse effectively.

This version removes any informal language, filler words, and repetitive phrases while maintaining the core message and information from the original transcript.

MetaverseA collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, and the Internet. – The metaverse offers a new frontier for AI researchers to explore human-computer interaction in immersive environments.

ScanningThe process of capturing data from physical objects or environments using sensors or devices to create digital representations. – By scanning the entire room, the AI system was able to create a detailed 3D model for virtual reality applications.

TechnologyThe application of scientific knowledge for practical purposes, especially in industry, including the development and use of devices, machines, and techniques. – Advances in AI technology have significantly improved the accuracy of voice recognition systems.

DigitalInvolving or relating to the use of computer technology, especially the representation of data in the form of binary digits. – Digital transformation in businesses often involves integrating AI to automate processes and enhance decision-making.

EnvironmentsVirtual or physical spaces in which users interact with digital systems, often designed to simulate real-world scenarios or create entirely new experiences. – AI-driven environments can adapt to user preferences, providing personalized learning experiences in educational settings.

PhotorealisticDescribing images or graphics that are extremely realistic and resemble high-quality photographs, often used in simulations and virtual reality. – The AI-generated photorealistic landscapes in the game were so detailed that players often mistook them for real locations.

ObjectsEntities within a digital or virtual environment that can be manipulated or interacted with, often represented in 3D models. – In the simulation, AI algorithms were used to detect and classify objects in real-time, enhancing the user’s interactive experience.

Unreal EngineA powerful real-time 3D creation tool used for developing high-quality games, simulations, and visualizations, often incorporating AI for enhanced interactivity. – The team used Unreal Engine to create a virtual reality training program that incorporated AI-driven scenarios for medical students.

DesignersProfessionals who create and plan the form, structure, and aesthetics of digital products, often using AI tools to enhance creativity and efficiency. – AI-assisted tools are revolutionizing the way designers approach complex projects, allowing for more innovative solutions.

LibraryA collection of pre-written code, algorithms, or resources that developers can use to build software applications, often including AI models and datasets. – The AI library provided a comprehensive set of tools for natural language processing, enabling students to develop sophisticated chatbots.

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